#ifdef GL_ES
    precision mediump float;
#endif

varying vec4 v_color;
varying vec2 v_texCoords;
uniform sampler2D u_texture;

uniform int picPixHeight;
uniform int offY;

void main() {
	vec4 newColor=v_color * texture2D(u_texture, v_texCoords);
	float pyy= mod(v_texCoords.y*picPixHeight+offY,4);
	int py=int(pyy);
	if(py==0){
		newColor.a*=0.7;
		newColor.b+=0.25;
		newColor.rg-=0.05;
	}else if(py==1){
		newColor.b+=0.1;
		newColor.rg-=0.05;
	}else if(py==2){
		//newColor.b+=0.15;
		//newColor.rg-=0.05;
	}else if(py==3){
		newColor.a*=0.7;
		//newColor.b+=0.15;
		//newColor.rg-=0.2;
	}
    gl_FragColor = newColor;
}